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		<title>Camera Lucida 1</title>
		<link>http://seyrix.wordpress.com/2009/10/31/camera-lucida-1/</link>
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		<pubDate>Sat, 31 Oct 2009 22:02:46 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
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		<description><![CDATA[camera lucida 8060 I adore that he involves himself in his theory. It gives it a context that actually, for me, allows me to push it past its authorial context into new spaces, instead of having the job of trying to squeeze theory without referent into the study of a subject. Or, maybe I&#8217;m just [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seyrix.wordpress.com&amp;blog=2221361&amp;post=35&amp;subd=seyrix&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>camera lucida 8060 </p>
<p>I adore that he involves himself in his theory. It gives it a context that actually, for me, allows me to push it past its authorial context into new spaces, instead of having the job of trying to squeeze theory without referent into the study of a subject.  Or, maybe I&#8217;m just grasping theory a bit better nowadays.</p>
<p>Note: the author has to be very careful of the words he uses to describe his relation to pictures: interest, intrigue, pleasing, and others are off limits.  He uses instead forms of adventure and attraction.</p>
<p>Note: spectator, subject, object, operator are important.</p>
<p>3 1 does photography exist on its own?<br />
4 2 photography is defined without relation to its essence &#8211; apply to older forms; but the photograph reproduces<br />
5 a photo shows &#8211; is a clear envelop of the message &#8211; it is the thing it looks at; never distinguished from its referent<br />
6 photograph contains a duality: the yin/yang: the self and the referent<br />
7 author felt urged to talk about specific photographs, not to speak sociologically<br />
8 3 author torn between expressive and critical languages; might there be a new science for each object?<br />
((I find this idea interesting as it applies to pedagogy around both WaC and WC &#8211; discussing issues sociologically can feel reductive))<br />
9 4 photograph can be done to do, to undergo, to look; the referent is the spectrum of the photograph<br />
10 chemical order: outside camera; physical order: technology; the spectator considers the chemical and the operator the physical<br />
11 5 posing &#8211; derive existence from photographer;<br />
12 image doesn&#8217;t really represent himself as the object?<br />
13 photograph as a disturbance to history &#8211; it allows us to look on ourselves in history<br />
14 in the moment of having pic taken: he feels like a subject turning into an object: this is a micro death<br />
15 he seeks death in the photograph (after it&#8217;s taken, or while?) the click of a camera button pressed is a signifier of time passing<br />
16 6 they are only images;<br />
18 photography is an uncertain art; remonstrating with moods<br />
19 7 photos stand out to him by internal agitation; adventure (advenience, advenes) is the word to describe stand-out photos<br />
20 a photo animates obs, is animated by obs &#8211; that is, it creates adventure<br />
20 8 Lyotard: something or other<br />
21 affect is irreducible; sentimentality is important for the spectator<br />
22 9 (image) presence of nuns and soldiers together create adventure<br />
23 author attracted to duality<br />
25 cultural homogeneity is not &#8230; attractive to author?<br />
26 10 studium (Latin) means an enthusiastic commitment without special acuity.  This word describes the field, (the rebellion,) the thing that one feels from training &#8211; interest<br />
the second element breaks the studium &#8211; this element is not sought after, but it seeks the spectator<br />
27 The second element (above) is called punctum &#8211; a pricking<br />
27 11 most photos lack punctum &#8211; they don&#8217;t prick<br />
28 culture is a contract between creators and consumers; studium allows us to discover the Operator.<br />
28 12 photograph is pure contingency<br />
30 biographemes: biographical features<br />
30 13 photography tormented by ghost of painting<br />
31 photography touches art by theatre, not  through painting: uses perspective, photography, diorama &#8211; arts of the stage<br />
(back to the death fixation that seems to run through so much theory)<br />
32 14 the essential gesture of operator is to surprise something &#8211; the surprise is for the spectator<br />
first surprise: the rarity of the referent; second surprise: takes a decisive instant of time (Bonaparte touching a plague victim<br />
33 third surprise: prowess; fourth surprise: exploitation of framing, blurring, etc.  fifth surprise: lucky find<br />
33/34 all surprises obey principle of defiance: defy probability &#8211; we don&#8217;t know the motive, reason, cause of the photograph<br />
34 anything/whatever (from Lyotard kinda?) becomes what is important to photography: whatever is in the picture becomes important, rather than the reverse<br />
34 15 photography cannot signify except by assuming a mask (because photograph is pure contingency)<br />
36 society mistrusts pure meaning &#8211; society needs noise to surround it &#8220;as said in cybernetics&#8221; which will &#8220;make it less acute&#8221;; masks are too discreet to constitute an effective social critique (really?) &#8211; too much aesthetics?<br />
38 no meaning at all is safest: life rejected photos because they &#8220;spoke too much&#8221;; photography is subversive when it is pensive, when it thinks</p>
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		<title>jenkins: whoopsy edition</title>
		<link>http://seyrix.wordpress.com/2009/10/27/jenkins-whoopsy-edition/</link>
		<comments>http://seyrix.wordpress.com/2009/10/27/jenkins-whoopsy-edition/#comments</comments>
		<pubDate>Tue, 27 Oct 2009 00:05:24 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[I just realized this little guy didn&#8217;t make it online earlier. So, here she he is. I blame hotel internet. (Edited for gender continuity.) First, I love how accessible this book is. Great mix of theory and the all so neglected application. SPOILING SURVIVOR 25 survivor and spoiling 26 communal: ethics of problem solving 27 [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seyrix.wordpress.com&amp;blog=2221361&amp;post=31&amp;subd=seyrix&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I just realized this little guy didn&#8217;t make it online earlier.  So, here <del datetime="2009-10-27T00:44:29+00:00">she</del> <em>he</em> is.  I blame hotel internet. (Edited for gender continuity.)</p>
<p>First, I love how accessible this book is.  Great mix of theory and the all so neglected application.</p>
<p>SPOILING SURVIVOR<br />
25 survivor and spoiling<br />
26 communal: ethics of problem solving<br />
27 spoiling as a collective intelligence: knowledge communities have more power – new forms<br />
28 knowledge not shared but collective*  thus, communal spoiling<br />
29 out of play* political power will emerge<br />
we are in a period of apprenticeship in which we innovate and explore structures of support for the future – Levy<br />
spoiling is democratic?<br />
30 spoiling as a “bringing close” or “collapse” from previous authors<br />
31 survivor sucks: finding the place of meeting/interest (joining a tribe when needed, then to leave?)<br />
32 tele-tourist;<br />
33 technology as information<br />
36 logical spoiler progression<br />
38 gated knowledge communities; brain trusts<br />
discusses the scalability of Levy&#8217;s utopian knowledge communities<br />
Levy: distrust for hierarchy; democracy best<br />
39 the problem of data without origin: keeping power by keeping the source<br />
41 ChillOne also keeps sources, but opens results to all<br />
42 CO wrong on some counts; knowledge community delegated to fully use the resources of the community<br />
43 Contested Information; spoiling is adversarial – a contest<br />
44 potential knowledge isn&#8217;t thrown out unless it is holy (so to speak)<br />
absolutists vs relativists: you&#8217;re right vs you&#8217;re not -or- memory is imprecise and data corruptible<br />
45 The evil pecker and his minions; “evil pecker mark”;<br />
46/7 deciever<br />
47 biblical/torah deduction.  Odd.<br />
48 experimenting with the knowledge community looks like survivor<br />
48/9 proliferation of theory*<br />
50 big wide open amusement park<br />
Collective Intelligence and the Expert Paradigm<br />
51 is spoiling a goal or a process?  Do we really want to “Win?”<br />
not everyone can play (many parts of) the game – still need privileged information (a problem for knowledge comm.?) &#8211; but all can play to some extent<br />
52 expertise not vetted the same<br />
53 expert paradigm: exterior/interior  -but- collective intelligence: everyone can contribute -Walsh<br />
expert paradigm uses rules, but a collective intelligence is disorderly, unruly<br />
54 ex.para. credentialed while no hierarchy in col. Int. and works with experience, not formal ed.<br />
C1 seems to have somewhat broken the system by purporting to be an expert<br />
Social process of acquiring knowledge keeps collective together<br />
55 does one have the right &#8216;not&#8217; to know in a knowledge community?<br />
“you never really get to watch the show for the first time”<br />
56 spoiling becoming public; corporations use community building to ensure engagement (uh oh?)<br />
57 life of community shortened by C1 – the members needed a new game</p>
<p>WHY HEATHER CAN WRITE</p>
<p>175 emotional capital or love marks; participation<br />
176 what rights to read/write – struggle over literacy<br />
177 the discernment movement<br />
178 Hogwarts and all; cool: the daily prophet;<br />
180 mimickery; diversity in imagination?<br />
185 role playing game and fanfiction in one<br />
skills needed: ability to pool knowledge, compare value systeems, make connections, express interpretations/feelings, ability to circulate what you create<br />
186 rewriting school; affinity spaces – good teaching idea&#8230;<br />
den- mothering in an online space (hidden but not too hidden age markers?)<br />
187 discussing “scaffolding” &#8211; a raising up by the community – a more exciting place to write?<br />
189 beta readers as a model for mentor/learner<br />
190 the myth of copying to apprenticeship<br />
194 defense against dark arts;<br />
195 copyright enforcement; squelching creativity; interconnectedness = power<br />
197 children&#8217;s campaign<br />
198 fair use, the problem of copyright online?<br />
200 Muggles for harry Potter;<br />
205 kids are forced to recant their fantasies in order to defend their right to have them<br />
207 Dumbledore&#8217;s army<br />
209 WWJD w/HP<br />
advocacy of media literacy skills, building a wall doesn&#8217;t work<br />
213 HP as an opening to talk about values<br />
216 finding alliances, mapping, globalization, conglomeration – lots of key words</p>
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		<title>Paul Virilio</title>
		<link>http://seyrix.wordpress.com/2009/10/17/paul-virilio/</link>
		<comments>http://seyrix.wordpress.com/2009/10/17/paul-virilio/#comments</comments>
		<pubDate>Sat, 17 Oct 2009 08:08:48 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[I feel like I&#8217;m starting to find a note-taking groove for myself. Noting the introductory chapters usually makes the rest of the book more pleasant to get through. Ethological – study of human ethos and its formation deontological – ethical theory concerned with duties/rights mediatization – stripping of power, leaving a husk of appearance eschatology [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seyrix.wordpress.com&amp;blog=2221361&amp;post=29&amp;subd=seyrix&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I feel like I&#8217;m starting to find a note-taking groove for myself.  Noting the introductory chapters usually makes the rest of the book more pleasant to get through.</p>
<p>Ethological – study of human ethos and its formation<br />
deontological – ethical theory concerned with duties/rights<br />
mediatization – stripping of power, leaving  a husk of appearance<br />
eschatology – theology dealing with the end times<br />
kinedramatic -<br />
ostrakon – ballot on which one is to be ostracized<br />
cathodic – kata &#8216;odos – down path</p>
<p>The Media Complex</p>
<p>1 industrial media operates outside democracy, because there&#8217;s no independent criticism<br />
3 problem therein is what mass media can obliterate/hide- counterpower<br />
4 without visual limits, no mental imagery<br />
5 Smith deontological: outlines ethics for media<br />
6 mediatization ↔ communication<br />
7 communication is central to man<br />
8 alter-ego – other standpoint: 2D screen offers one standpoint, stage 3D = many ways of seeing<br />
9 Mcluhan: sequential sense of the world<br />
10 private terrorism and the media of transparency<br />
11 media perpetuates lack of upward mobility, injustice<br />
14 economic battlefield: project of American Communication becomes mediatization of populous<br />
16 dividing line between program and information fading<br />
17 advertising borrows terrorism&#8217;s aesthetic<br />
18 adv. To destroy taboos, attack institutions; morality of the end times for adv.<br />
21 freedom of media melding with reduction, proliferation, acceleration, use of comm. Weapons</p>
<p>The Data Coup</p>
<p>23 the real is kinedramatic; art of the motor: ??<br />
24 technology as high explosives; new tech is disorganizing<br />
25 through media&#8217;s “brining close,” new barbarism (barbar – foreigner speak) can be created, thus creating the enemy (I don&#8217;t get how enemy and foreigner are assumed the same here)<br />
26 defining media as in the image – holy (which is now under a cloud)<br />
28 (I get annoyed with how everyone uses Herodotus as a straw man just because he was developing history rather than used a developed form)<br />
change in scale of war leads to mediatization through essential division of info<br />
30 (in greece) democracy calls itself a moral force through mediatization<br />
31 eloquence as a battle – a communication weapon; mass communication became a system of general incrimination<br />
32 down a path democracy</p>
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		<title>Project: Media and Message</title>
		<link>http://seyrix.wordpress.com/2009/10/10/project-media-and-message/</link>
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		<pubDate>Sat, 10 Oct 2009 07:23:43 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
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		<description><![CDATA[I ran across an interesting little rant today about the elements of the RPG. http://www.escapistmagazine.com/articles/view/columns/extra-punctuation/6588-Extra-Punctuation-On-RPG-Elements While it isn&#8217;t terribly useful in that the subject isn&#8217;t the RPG game, but the RPG game&#8217;s attributes seeping into first person shooters, it got me thinking about the media of the video game genre and the message that it [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seyrix.wordpress.com&amp;blog=2221361&amp;post=27&amp;subd=seyrix&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I ran across an interesting little rant today about the elements of the RPG.  </p>
<p>http://www.escapistmagazine.com/articles/view/columns/extra-punctuation/6588-Extra-Punctuation-On-RPG-Elements</p>
<p>While it isn&#8217;t terribly useful in that the subject isn&#8217;t the RPG game, but the RPG game&#8217;s attributes seeping into first person shooters, it got me thinking about the media of the video game genre and the message that it pushes.</p>
<p>The article essentially gets pissy over the inclusion of RPG elements into non rpg genres.  The example is the FPS, which is traditionally a genre that rewards the player for skill in hand/eye coordination and in ability to use a common tool/weapon/strategy better than an opponent.</p>
<p>But, with the inclusion of RPG elements, some of the newer FPS games involve leveling up stats and improving on the ability of the character you play to hold the gun more steady, to survive longer, and to upgrade and purchase weaponry.  This introduces a reverse learning curve, as the article states, making the game, specifically the multiplayer experience that is tethered to RPG elements, easier as the game is played longer.</p>
<p>This seeping of RPG elements, I think the author would attest, tends to not fit the media and the audience which is capable of succeeding in the opening stages of play.</p>
<p>And all this begs the question I&#8217;m currently too tired to really answer:  what kinds of elements serve to undermine the RPG genre as a medium?</p>
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		<title>Maffesoli</title>
		<link>http://seyrix.wordpress.com/2009/10/10/maffesoli/</link>
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		<pubDate>Sat, 10 Oct 2009 07:13:20 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
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		<guid isPermaLink="false">http://seyrix.wordpress.com/?p=24</guid>
		<description><![CDATA[MY THOUGHTS In reading this, it feels like one should feel implicated, as actually belonging to a group-think, group-ethic-ed tribal dynamic. If you don&#8217;t (I dare say) you might be reading it without any attempt at applying it as the author would say, wholistically. I felt that I was a member of a tribe (or [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seyrix.wordpress.com&amp;blog=2221361&amp;post=24&amp;subd=seyrix&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>MY THOUGHTS</p>
<p>In reading this, it feels like one should feel implicated, as actually belonging to a group-think, group-ethic-ed tribal dynamic.  If you don&#8217;t (I dare say) you might be reading it without any attempt at applying it as the author would say, wholistically.  I felt that I was a member of a tribe (or half a dozen) and could see how they competed for me as a member, and how I played for the betterment of those tribes I&#8217;m in.</p>
<p>I also thought more about his claim that dichotomies are of little importance to discussing the tribe (which is something I would claim holds little importance in many many spheres) and came up with an interesting (and somewhat applicable) example of why dichotomies are problematic.<br />
http://www.hulu.com/watch/101181/bones-the-beautiful-day-in-the-neighborhood?c=999:1088  This is a clip from Bones that&#8217;s amazingly attune to what is discussed by Maffesoli.</p>
<p>Also, here is tribalism as discussed in a political blogger&#8217;s post : http://crookedtimber.org/2009/10/09/centrism-as-tribalism/<br />
Note: it might be most efficient to word seach down to the first reference of tribe to get the jist of it.</p>
<p>KEY WORDS</p>
<p>crystallized<br />
pissuance<br />
political<br />
ethics<br />
aura<br />
antinomy &#8211; opposition<br />
social divine &#8211; specific, imminent, transcendance (21)<br />
palaver &#8211; idle discussion or flattery<br />
sect</p>
<p>INTRODUCTION</p>
<p>2 &#8220;Thus, the ambition of this book is to address itself mysteriously, with neither false simplicity nor useless complexity&#8221;<br />
Hell yes.<br />
2-3 magic informed science &#8211; don&#8217;t overdo the disparity<br />
3 reliance/religiosity are ssential ingredients in tribalism<br />
4 DEF pissuance: energy of the people, opposite of politico-economic power &#8212; pissuance understood through the social divine<br />
underground centrality assures perdurability of life in society<br />
5 we must be lax, but not lazy; we must be like newborns; we can only know indirectly<br />
6 microgroups = tribes; the masses are not subjects of historical movement-have roles, not individuality; theory does not discriminate &#8211; wholistic<br />
7 proposing a theoretical method to guide through the confusion around tribalism<br />
knowledge /= politics in that we cannot expect to go to action through knowledge</p>
<p>THE EMOTIONAL COMMUNITY: RESEARCH ARGUMENTS</p>
<p>10 DEF paroxysmal: extreme or acute;  persona is important to the idea of the tribe member &#8211; finds fulfillment in relation to others; collective feeling is derived from communal figures: christian saint, greek hero, etc.<br />
11 mythical type is around to express a collective spirit;<br />
12 &#8220;the aesthetic of the we is a mixture of indifference and periodic bursts of energy&#8221;<br />
13 DEF hommerie: blend of greatness, trupitude, ideas, venal thoughts, idealism<br />
collective sensibilities creates an aura around time<br />
15 moral = political;  in groupism, the member tries to please the group, unlike the herd instinct which is simply seeking refuge<br />
16 communal is born from proximity and and sharing of territory;<br />
17 groups form ethics around their members: the buguosie fail to denounce the petty theif<br />
19 arua functions &#8216;as if&#8217; it existed; social life generally turns around flow of words, goods, and sex (anthropologically speaking)<br />
20 DEF ethic: a vessel for the collectivity&#8217;s emotions and feelings<br />
21 customs coax out the divine in spiritual divine<br />
22 neighborhood important as it represents overlapping of symbolic and function<br />
25 habit concretes the ethical dimention of sociality; growth in urban tribes encouraged computerized palaver that assumes rhe rituals of the ancient agora (marketplace?)<br />
26 again, common emotion is expressed as the thing that causes us to come into communion with others<br />
27 theme of custom: person counts for more than individual in a tribe; DEF allonomy: the idea that the law is an external force<br />
28 tribes are somewhat barbaric</p>
<p>TRIBALISM</p>
<p>72 from the political order to the realm of identification<br />
73 experiencing the other is the basis of community; can function witout one&#8217;s full presence; communion of saints (as a model) forebears sociality<br />
74 DEF aesthetics as: the common faculty of feeling/experiencing<br />
75 neotribalism refuses political projects/finality, and is concerned with only the collective present<br />
76 neo-tribes are fluid, dispersable; the social &#8211; individual has a function; the sociality &#8211; the person plays roles in order to play the games<br />
77 the spectacle stands in for a communion<br />
78 death = deindividuation?<br />
81 life = work of art; sociality = unqualified reality<br />
82 only small sects can found something<br />
84 sect is small, communion oriented, leaders not based in rational competance or sacerdotal tradition &#8211; leading them to not be long-lived<br />
85 sect is alternative to the purely rational<br />
90 protective mechanism of secrecy<br />
91 refocusing on that which is close signifies solidarity: signifies a &#8220;founding act&#8221;<br />
93 secrecy can take the form of an adopted(?) rhetoric from the &#8220;young tough&#8221;s to the academic cryptospeak<br />
95 a clan forges its own private moral from the immoral; tribalism and massification go hand in hand; symbolism, duplicity further the tribe<br />
(symbolism is a private thing&#8230; to be understood by those who can decode.)<br />
the tribe is a micro group, compared to the mass<br />
96 developing new lifestyles is an act of pure creation<br />
97 the tribe guaruntees solidarity, but also has the potential for such things as racism  (author doesn&#8217;t commit to good or bad)<br />
100 the bond holding an entity together might be that of something that divides</p>
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		<title>Project Oriented</title>
		<link>http://seyrix.wordpress.com/2009/10/04/project-oriented/</link>
		<comments>http://seyrix.wordpress.com/2009/10/04/project-oriented/#comments</comments>
		<pubDate>Sun, 04 Oct 2009 20:36:20 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://seyrix.wordpress.com/?p=19</guid>
		<description><![CDATA[When we were first tasked to begin thinking about a project in new media, my mind immediately went to the (computer/console) gaming culture. In trying to be more specific about the game as a new media, I guess there are two ways in which I&#8217;m thinking about the game: First, games are being made more [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seyrix.wordpress.com&amp;blog=2221361&amp;post=19&amp;subd=seyrix&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>When we were first tasked to begin thinking about a project in new media, my mind immediately went to the (computer/console) gaming culture.</p>
<p>In trying to be more specific about the game as a new media, I guess there are two ways in which I&#8217;m thinking about the game:</p>
<p>First, games are being made more and more as advertisements (not even as a part of advertisements).  One of the older and more thorough iterations of this would be Chex Quest.</p>
<p><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/04/c017.chex_quest-front.jpg" width="490" height="307" border="2" alt="Chex Quest" /></p>
<p>This game was packaged with the cereal (I don&#8217;t think it was even a send-away) and was a bit of a cult classic among some gamers.  This kind of game changes the role of the genre, and would make a very interesting plaything as far as successfully navigating the message and the media.</p>
<p>Second, I also find interesting the increasing extent to which games are becoming cool, and to what extent games are communal (tribal).  The best example would probably be WoW, which is the current most popular massively multiplayer online role playing game (MMORPG).  The game values teamwork, having a guild, and being in concert with members of the guild.  The game is all about being with or against others.  </p>
<p>In this sense, I am curious about looking at games as emerging forums &#8211; places where tribes gather and work together.  This doesn&#8217;t necessarily only work with MMORPGs, either.  Games like Civilization, Starcraft, Call of Duty, and even Nascar games are all scattered along a line from aloneness toward the greatest sense of community.</p>
<p>All games, too, have an aspect of exile (or would it be a painless imitation of exile?) and are concerned with learning to succeed in a new world.  Therein lies one of the messages of the game: the information to survive and necessity to strive onward.<br />
A primary message of any game is that you will be rewarded for continuing onward, something most profound in RPGs of any type.</p>
<p>Realistically, I can&#8217;t create an MMO.  I can&#8217;t code (without a hefty refresher course, and even then, visual basic makes a pretty shitty game,) so I can&#8217;t create something specifically to my liking.</p>
<p>I can, however, use a program that will help me make a game.  This means the game will have to be single-player (though I could &#8216;try&#8217; and imitate otherwise) and would not be a cutting edge modern style game.  But, it would get the job done, and it would force me to think about the tailoring of the message to the game.  </p>
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			<media:title type="html">Chex Quest</media:title>
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		<title>Exile and Creativity</title>
		<link>http://seyrix.wordpress.com/2009/09/19/exile-and-creativity/</link>
		<comments>http://seyrix.wordpress.com/2009/09/19/exile-and-creativity/#comments</comments>
		<pubDate>Sat, 19 Sep 2009 06:41:09 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
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		<guid isPermaLink="false">http://seyrix.wordpress.com/?p=17</guid>
		<description><![CDATA[I really enjoyed this essay, probably because of its unspoken ties to the workings of the trickster character, which I&#8217;ve seen theorized over in writing center theory. His going argument is that the expelled has been torn out of his customary surroundings into a place of exile, a place of overabundant information where meaning is [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seyrix.wordpress.com&amp;blog=2221361&amp;post=17&amp;subd=seyrix&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I really enjoyed this essay, probably because of its unspoken ties to the workings of the trickster character, which I&#8217;ve seen theorized over in writing center theory.</p>
<p>His going argument is that the expelled has been torn out of his customary surroundings into a place of exile, a place of overabundant information where meaning is difficult to process.  To fail to interpret data and not be creative results in some kind of nebulous failure/death/whoopsy.</p>
<p>Flusser seems to be saying that in a way, the exilers do the expelled a service by putting them in a new place where creation happens, where there&#8217;s new knowledge.  I think that&#8217;s very kind hearted of him, but I also because of this, want to create the distinction between an exiler and a trickster.  An exiler, like Flusser states, throws you out to make his own world seem more tidy and rounded, but a trickster leads you into the strange place, tricking you, but not for the rounding of the tricksters world, but for the joy/entertainment that she gets from coercing you to pass through a strange door she&#8217;s opened.  Maybe you can go back through that kind of door, but is it worth going back (maybe to be a trickster yourself).</p>
<p>The trickster is something that I added to this  chapter to amend the problem of the exiler being such a singularly despicable character from which knowledge is somehow gotten.</p>
<p>The expulsion in terms of pulling back the sheets also reminds me of Improv, a book in which thewriter/instructor has his students wander about, calling obects by the wrong names, identifying htem by the wrong colors, until the reality around them becomes foreign and they see size of objects anew and colors as novel.  A domestic escape, one maybe of the sort that Flusser says cannot last long.</p>
<p>It seems to me that Flusser&#8217;s version of expelling is a very violent act, and a very selfish one on behalf of the exiler.  Maybe this is good for the wanderer, the exiled, the writer of history, but it also seems deadly, something that can cause breaking and damning.</p>
<p>In the writing center, we sometimes strive for this exiling, but we cannot be the exiler;  we can not push them through the door and slam it behind them, and count our gains as the writer is left in the muddled overabundance of new (new college, new type of thinking, writing, learning) but we must coax them, sometimes with a carrot, and trick them through that door, and create futher doors by which they move in and out and throughout newness, and learn not in spite of the exiler but in regognition of a good trick.</p>
<p>This also prompted me to think of a direction a larger project could take, combining a few unlikely candidates: contemporary research on the trickster in the writing center, and of the exiler, and of the exilinng so proliferating in certain victorian novels that I am for some strange reason reading (I think I&#8217;ve been tricked).</p>
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		<title>What is Communication?</title>
		<link>http://seyrix.wordpress.com/2009/09/19/what-is-communication/</link>
		<comments>http://seyrix.wordpress.com/2009/09/19/what-is-communication/#comments</comments>
		<pubDate>Sat, 19 Sep 2009 06:20:55 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
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		<guid isPermaLink="false">http://seyrix.wordpress.com/?p=15</guid>
		<description><![CDATA[Flusser says that human communication is an artificial process. I guess I agreee, but, seeing birds who collect the songs of other birds to impress mates, I wonder how pervasive &#8220;natural&#8221; really is if it were put to the test.  Are &#8220;tool&#8221; or &#8220;instrument&#8221; words that are expandable to (too) many situations? I also was [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seyrix.wordpress.com&amp;blog=2221361&amp;post=15&amp;subd=seyrix&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Flusser says that human communication is an artificial process.</p>
<p>I guess I agreee, but, seeing birds who collect the songs of other birds to impress mates, I wonder how pervasive &#8220;natural&#8221; really is if it were put to the test.  Are &#8220;tool&#8221; or &#8220;instrument&#8221; words that are expandable to (too) many situations?</p>
<p>I also was interested in his Greek formulation of Idiot (idios, transliterated) as a private person.  To me, having a bit of Greek under my belt, this doesn&#8217;t mean, really, a lack of art, as Flusser puts it, but a lack of participation &#8211; maybe a lack of want to &#8216;do&#8217; art.  A Greek considered idios a term to represent someone who did not engage with the public aspects of Greek culture and government.</p>
<p>It is interesting that Flusser sees human communication and as staving of nature which is solitary which is death.  It speaks in interesting ways to his notion of exile, maybe in a way that conflicts, but most importantly in a way that complicates the goodness he sees in the act of being exiled.</p>
<p>But, in any case, I find it interesting that there&#8217;s not so much of a distinction made between whether the tools/the artificial staves of death or if it is simply our attempt at such.</p>
<p>How is man a solitary animal that cannot live in solitude?  Can&#8217;t we be communal like wolves or even honey bees?  I don&#8217;t really get his statement here.</p>
<p>I appreciate his distinction between explanation and interpretation, even though with the complexities added in following essays, overlapping definitions seem to pile up and confuse.  But, as far as this essay, I really found nature and spirit interesting.</p>
<p>I am not sure, though, that I understand Flusser&#8217;s leap from human communication being improbably to probable.</p>
<p>We use language to resist the end of our experience,the wiping of our databases, and attempt to deny nature.  I wonder, though, how he conceptualizes this in terms of passive and active and in terms of individual and societal movement.  Are &#8220;we&#8221; individuals or is &#8220;we&#8221; actually more singular?</p>
<p>(While I am holding myself to appreciate this piece, I feel like I need to question his interpretation of biology which tends toward more complex forms.  This doesn&#8217;t exactly run counter to what I&#8217;m thinking of as evolution, but evolution specifically makes the claim that complexity does not equal &#8216;better&#8217; and also that evolution can move toward succes &#8211; whether that is complexity or simplicity.  Just a pondering that might affect his ideas minutely.)</p>
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		<title>Lyotard</title>
		<link>http://seyrix.wordpress.com/2009/09/12/lyotard/</link>
		<comments>http://seyrix.wordpress.com/2009/09/12/lyotard/#comments</comments>
		<pubDate>Sat, 12 Sep 2009 05:42:22 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[As I was first getting into Lyotard, I found myself at first cursing him (I know, Jeff, you told us to try our darndest to like an author for the first few reads). He started off very much ambiguous about his intent, so much so that at one point I circled all the “it”s and [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seyrix.wordpress.com&amp;blog=2221361&amp;post=13&amp;subd=seyrix&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { margin: 0.79in } 		P { margin-bottom: 0.08in } --></p>
<p style="margin-bottom:0;">As I was first getting into Lyotard, I found myself at first cursing him (I know, Jeff, you told us to try our darndest to like an author for the first few reads).  He started off very much ambiguous about his intent, so much so that at one point I circled all the “it”s and “this”s and “that”s, which all stood in place of an actual restating or simplifying of his “hypothesis.”  (By the way, that was the first full paragraph on page seven).</p>
<p style="margin-bottom:0;">
<p style="margin-bottom:0;">But, as I started figuring Lyotard out, I became more comfortable with his unravelling way of speaking, and was particularly helped by his resituating his ideas into several different examples for the benefit of his reader.</p>
<p>Overarching opinion of his writing aside:</p>
<p style="margin-bottom:0;">
<p style="margin-bottom:0;">Seeing the time frame in which Lyotard writes, I found it really interesting that he talked about who will control information, especially near the beginning of the book, he talks about communication satellites or “satellites housing data banks” while asking who&#8217;ll have access and who won&#8217;t.</p>
<p style="margin-bottom:0;">
Looking to the internet as the realization of his data banks in space, where space becomes more a thing between people than a nebulous void around us all, it seems his question has already been played out, or more accurately is now being played out.  The internet, contrary to a database in which access must be in a sense given to an individual, the internet as a general rule is porous so that anyone can access the knowledge within unless access is intercepted and cut off.</p>
<p style="margin-bottom:0;">
<p style="margin-bottom:0;">So, while America (one may claim) is one of the primary publishers of knowledge on the internet, it is the receiving nation-state that, for its own reasons, restricts knowledgee to its people.  (On a side note, it seems I have heard something about legislators possibly having a vote on whether to give the President some mysterious “emergency power” over the internet in the US.)</p>
<p style="margin-bottom:0;">
<p style="margin-bottom:0;">I was also thinking about open sourcing as a kind of speaking back to the question of access when Lyotard speaks of who will have control over the underlying prejudices in the coding and creation of machines.  The open-source community seems to have recognized the problem of access to the underlying and spoken back to too restrictive access.</p>
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		<title>Starcraft, Warcraft, and all manner of Blizzards</title>
		<link>http://seyrix.wordpress.com/2009/08/29/starcraft-warcraft-and-all-manner-of-blizzards/</link>
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		<pubDate>Sat, 29 Aug 2009 01:04:43 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
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		<description><![CDATA[I guess it shouldn&#8217;t be a secret that I&#8217;m a closet gamer.  So, in thinking about McLuhan&#8217;s commentary on games, I found myself trying to apply his thoughts to all manner of electronic forms of game, specifically gaming and its genres. McLuhan says that games  are  a booster shot for groups/tribes.  I wonder, if, reflecting [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seyrix.wordpress.com&amp;blog=2221361&amp;post=10&amp;subd=seyrix&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I guess it shouldn&#8217;t be a secret that I&#8217;m a closet gamer.  So, in thinking about McLuhan&#8217;s commentary on games, I found myself trying to apply his thoughts to all manner of electronic forms of game, specifically gaming and its genres.</p>
<p>McLuhan says that games  are  a booster shot for groups/tribes.  I wonder, if, reflecting on  certain genres of gaming, games haven&#8217;t attempted to either replace or reform the idea of tribe.  Specifically with MMORPGs, (massively multiplayer online role playing games &#8211; games that bring millions of people onto the same fictional world, and allow dozens of players to form groups for the purposes of survival, teamwork, socialization, and generally a better gaming expreience,) it seems that  a tribe is formed that attempts to give its players  a very &#8220;cool&#8221; visual experience in which players intimately affect their surroundings and placement, as well as a &#8220;cool&#8221; audio experience, as many of these players communicate with their community (in this case usually called a guild) over microphones to organize.</p>
<p> While this game maybe is something beyond what McLuhan was thinking when he described games that mimicked real life, but provided release from work and automation, Starcraft, an older game (about to be reborn again in Starcraft II -crossing my fingers in hopes of having a computer to play it,) is instance based, with a strict beginning, end, and process, which  more similarly resembles the social process of the author&#8217;s game of cards.</p>
<p>I&#8217;m curious about using McLuhan&#8217;s  idea that the &#8220;social practices of one generation tend to get codified into the &#8216;game&#8217; of the next.&#8221;  Are the current waves of video games, the &#8220;violent&#8221; types as they&#8217;re depicted, somehow ripples from the waves of recent wars?  It seems unlikely.  But, maybe it&#8217;s more complicated.</p>
<p>Starcraft is an RTS game and focuses on ability to move groups of units efficiently, sometimes &#8220;dancing&#8221; them toward and away from an enemy.  It requires finesse en masse.  Ideas of &#8220;Micro&#8221; and &#8220;Macro&#8221; play come out of Starcraft more vividly than in most any other game.  Each unit, in this game, has a type of damage, a type of defense, a speed, strenghts and weaknesses.  Each unit type can prove pivotal if micromanaged correctly in the game.  Like Baseball&#8217;s precise timing echoed for McLuhan the precise movements of industrial society, maybe this game, put to market in 1997, echoes the balancing of a football like interchangeability and ingenuity for the neccessary, but unwieldy need to preserve the precise movements of specialized units.</p>
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